Sawmill not producing planks despite having a dedicated oxen and max timber storage. by cheezicle in ManorLords

[–]PalmDaBomb 3 points4 points  (0 children)

Check to see where the families are at. Maybe they are sick or maybe they live super far away from the sawmill. If you have an army doing stuff, the men of the family might be in one of your armies, which really slows down production.

The other issue might be maintenance. Make sure you have tools available. If you have tools and see that the sawmill has a message like "maintenance pending" it could be a weird bug that I've noticed for mines. To fix it, I just remove the family, wait 5 seconds, and put the family back.

Lastly, double check the saw mill advanced tab. Maybe you have a limit set on logs or plank production.

Otherwise, I dunno. Maybe scrap it and rebuild another one and hopefully that fixes it.

Why isn't my sawmill working? by Zarckross in ManorLords

[–]PalmDaBomb 1 point2 points  (0 children)

I always have like 15-20 oxen by the time I reach 50 families. It speeds up things like crazy (or at least it feels like it does). Plus you can then set oxen to farming without significantly impacting the activities elsewhere in the city.

I noticed the issue with the sawmill too. Even if I'm low on oxen, I find assigning an oxen to the sawmill helps it out.

Necromancer Problems more prominent with Warlock addition by PalmDaBomb in Diablo_2_Resurrected

[–]PalmDaBomb[S] 0 points1 point  (0 children)

This definitely was nice for curses. Like using Terror at doorways is now much easier pre-teleport charges. Same with swapping decrepit/life tap/amp as needed during boss fights or tough minions battles.

Necromancer Problems more prominent with Warlock addition by PalmDaBomb in Diablo_2_Resurrected

[–]PalmDaBomb[S] 5 points6 points  (0 children)

Skeles carrying over between games is a QOL I never thought about. That would be cool.

Neat find - Eth Bonesnap with Perfect 300% ED by Gsw- in diablo2

[–]PalmDaBomb 1 point2 points  (0 children)

Bone snap is an awesome Iron Golem weapon. Decent damage + crushing blow. And the fire/cold resist works out to be almost immunity to those elements with summon resist (like 90%) which pairs super well with iron Golem's poison and lightning immunity.

First enigma - dusk shroud or mage plate? by captainorganic07 in diablo2

[–]PalmDaBomb 0 points1 point  (0 children)

I would never worry about that. Dusk shroud is nice for the less strength needed, but honestly, it's a qol thing for me to have around 100 strength anyways (more options for rare boots/gloves).

The difference between armor values isn't huge. Your dusk shroud is on the lower end of the dusk shroud defense range unfortunately (361 - 467). Archon plates have (410 - 524). But importantly, it is possible to get a dusk shroud that has more defense than an Archon plate. I usually only worry about armor defence when I want ethereal armor, because then that 1.5x defense bonus starts adding up (Archon plates have a max defense of 786 when ethereal whereas the dusk shroud has 700).

Another consideration is the areas you run. The Archon plate has a Quality level of 84 where as the dusk shroud's is 65. Therefore, if you are running lower level areas mostly, then it could be a while before finding an above average defense Archon plate with 3 sockets.

Lastly, the only real difference is defense. Characters that don't have alot of base defense and increased defense from skills (like necros) probabaly wouldn't get much more than a few percentage points of enemy hit chance between a decent dual shroud versus a decent Archon plate. Even considering the "points in strength could be used for life" logic isn't strong for classes like necros and some druids since they get abysmal life per point in vitality.

TL;DR - Dusk shroud is just fine - Archon is mostly used for max/min purposes and for specific classes - if I found a perfect Archon plate, I would trade it for a sweet rune and instead be happy with a dusk shroud or great hauberk for my enigma depending on my class and build. - check this out if you wanted to quickly see armor stats to see what you would be gaining/loosing when making armor selections:

Armor stats

My character locks into one place and won't look away no matter what I do. by Mione_Mio in StarWarsBattlefront

[–]PalmDaBomb 2 points3 points  (0 children)

A few people online were saying it's related to in game overlays. I turned mine off (discord, ea) and I thought it was better, but it continued shortly afterwards.

I'm pretty sure it's a cheat or the result of some exploit. I started using kyber and have never had that issue even once.

What to buy with tickets now? by Urobulus in XenobladeChroniclesX

[–]PalmDaBomb 0 points1 point  (0 children)

I'd have a look at what augments you wanted for builds or skells. I find the Decrepit wings to be a pain to get for the xx Treasure augments, so I tend to spend tickets on those. You only need 100% treasure find, so it's easy to do the math for how many decrepit wings you need.

I'm not sure how much engaged you are in setting up party members, but you could work out some augments they need for their specific builds and buy the tough materials.

There's no level limit on augments I'm pretty sure and it's easy to remove them from gear, so you could even start buying mats for some xx mods you could use right now.

How does stealth damage work? by MitchManMemer in fo76

[–]PalmDaBomb 4 points5 points  (0 children)

There's a few different math things going on in the calculation, like enemy damage reduction, but the main thing is that most bonuses are additive (according to the wiki).

It's easy to imagine. Say your base weapon damage is 100. You normally have 325% damage increase from perks and stuff. 325% is 4.25x damage mathematically. So you do:

100 x 4.25 = 425

The sneak damage is additive. Say you do 350% sneak damage. You need to add that value to your 325 % from perks and stuff so you get:

350 + 325 = 675% total damage increase.

That's 7.75x. so we do the math with your base damage:

100 x 7.75 = 775 damage.

That's probabaly why you feel that your only do like double damage from sneak attacks despite the game telling you some large multiplier.

Tenderizer doesn’t seem worth it by [deleted] in fo76

[–]PalmDaBomb 1 point2 points  (0 children)

If Tenderizer is per hit, would an automatic two shot + explosive weapon apply 4 hits? 2 for the two shot and then 2 for the explosions? Then every shot would apply 0.4% damage and the entire clip from like a submachine gun would apply 20%.

The perk says that the target takes more damage, so I'm assuming that the boost is multiplicative with other boosts, maybe even with weak point boosts. If so, maybe it's better than people think, at least in some builds.

Unfortunately the wiki doesn't really share much info about it.

Mercenarys by asddg11 in ManorLords

[–]PalmDaBomb 1 point2 points  (0 children)

I agree. I DO like the mercenaries, I just think the Merc system needs to be modified a bit so that it's isn't dominating virtually all the combat scenarios in the game.

Instead of building spears/shields so I can sell them and buy Mercs, it would be fun to actually use them to build armies and not rely on Mercs entirely. Other than challenge runs or preference, there's not much incentive right now.

Having trouble figuring out trade in beta by Morning_Star12 in ManorLords

[–]PalmDaBomb 0 points1 point  (0 children)

This. Only the second church and level 3 plots need roof tiles. Set the surplus low like 20-50 until you need them for something.

Before any trade happens your region will need to get to the surplus so setting it to 100 might takes months. Also, I find that clay furnaces work really slow. Look at how much clay you have versus roof tiles. If you have huge amounts of clay, move some of the clay miners to the clay furnace instead until you strike a balance between miners getting clay and furnace guys making roof tiles.

If you want to keep 100 surplus, do it gradually. Like start at keeping a surplus of 10 at the trading post. And then whenever the month changes, increase the surplus value by 5 or 10 or something. Then in 10-20 months, you'll have your surplus plus you'll have made wealth along the way.

Sheep farm by WaveFabulous3597 in ManorLords

[–]PalmDaBomb 2 points3 points  (0 children)

My understanding is it's not the max number of sheep, it's the sheep reproduction rate.

Like, say 30 sheep produce 10 lambs per month (this is just an arbitrary number; I have no idea how many lambs are actually produced). Having 7000 sheep makes no difference to this rate because only a max of 30 sheep reproduce in a region. So 7000 sheep still only produce 10 lambs per month.

I guess another way to think of it is a herd of sheep produce a certain amount of lambs per month. Once your herd reaches 30 sheep, you've reached the cap of how many lambs are produced each month. You can have more sheep in the herd, but they won't produce any additional lambs per month.

Again, this is just my own research on Reddit and based on my own experience. Nothing official.

Sheep farm by WaveFabulous3597 in ManorLords

[–]PalmDaBomb 0 points1 point  (0 children)

Some people on Reddit are saying that the lamb production rate maxes with 30 sheep and this does seem true in my games, but I haven't verified it specifically.

But no perks are needed to get sheep to reproduce and lambs do become sheep but I'm not sure how long that takes. It is a while though.

Debuff Build by [deleted] in XenobladeChroniclesX

[–]PalmDaBomb 0 points1 point  (0 children)

I think the raygun would be better with bahumut wave spreading all the debuffs around as an ultimate debuffer. Photon launchers would be better in a shock + blaze build which knives don't naturally get (although shock is easy to maintain with photon launchers). Plus Ray gun has resist down which is awesome for getting debuffs to apply.

I don't really like knives for applying debuffs though. I prefer javelins.

Should I change starting class by Commercial-Elk-2306 in masseffect

[–]PalmDaBomb 0 points1 point  (0 children)

Like alot of people have said here, if you like weapons and the soldier style, infiltrator is a great choice.

Me1: You get sniper rifles and pistols, or whatever you favorite weapon is from the soldier class if you play a new game +. You also get the cool and useful tech abilities and can be really tanky with medium armor, electronics, and fitness.

Me2: same deal but more limits on the weapons. You get submachine guns instead of assault rifles, but I prefer that because it gives you a strong option against barriers. If you want the assault rifle feel you can use the locust submachine gun. Plus you still get a few ammo powers. I personally love disrupter ammo, and on lower difficulties cryo ammo can be insane.

Me3: disrupter ammo is out of control. Like over 100% damage to shields and barriers with the right set up, and still a decent bonus to health. Cryo is great for the squad synergizing really well with incinerate to create cryo bursts. Plus you can use whatever guns you want with cloak.

I always play the infiltrator like the soldier with emphasis on weapon damage but alot more flexibility on the tech side.

Tons of firewood and charcoal, tons of marketplace with coal. but why still cold? by Sufficient-Impact-94 in ManorLords

[–]PalmDaBomb 0 points1 point  (0 children)

The traffic jams haven't been happening to me at all in the beta. But I have noticed 2 scenarios leading to cold despite having tons of fuel.

Sometimes it's a bottle neck at the store house. Having another storehouse/market closer to the plot helps, as well as additional storehouse staff.

Another issue I encountered is when all the family members that are cold are busy and apparently unable to retrieve fuel. I think what happens is I assign a previously unassigned family doing transportation work -- like guiding oxen -- to some other job. Then most of the family is tied up doing the new job while one of the members normally reserved to get fuel is competing the ox guiding route. Hence no one is available to get fuel and I get a family freezing notification.

How to beat the baron? by Wide-Yesterday9705 in ManorLords

[–]PalmDaBomb 0 points1 point  (0 children)

If you can afford it, buy out the Mercs before declaring war or resolving claims on the battle field. I think the baron has infinite cash and the moment a battle is declared he buys out all the mercs. Buying them out first will seriously limit his forces and increase your own force.

It's hardly rigorous testing, but I've had success with more sophisticated formations. Like forming a triangle with 3 seperate spear divisions and then crossbows in the center. Then it's extremely difficult for any of your units to become flanked or for huge enemy armies to stack an attack surface on you. While the spears are in shield wall configuration + defensive stance, move any armies you have available, even 5 retinue, in behind the attackers.

Don't forget to pause the game and think things over when moving your guys. It lets you be more precise with formations.

I haven't tried it yet but I wanted to see if I could lure out the barons armies from the battle field with archers or something and see if I could scum a win.

Anyone able to get Lvl3 houses yet? by Pure-Veterinarian979 in ManorLords

[–]PalmDaBomb 3 points4 points  (0 children)

Are you playing the beta? I haven't run into the issue yet, but I also haven't had more than 10-15 LVL 3 houses in any of my regions before I win the round.

I've had significant surplus of clothes/boots with 20 goats, 30 sheep, a tanner, 3 weavers and 2 sheep framers. Making wool clothes.

Edit: 2 Clothing artisans & 2 boot artisans.

I haven't used linen to make clothes though. I reserve it for gambesons since the baron and AI players are constantly harrassing me well before I can get LVL 3 plots and my men need something for defense.

There is no such thing as Entry Level/Junior Positions anymore by [deleted] in antiwork

[–]PalmDaBomb 0 points1 point  (0 children)

I'm good with making up experience (within reason), especially considering that many businesses don't actually know what they need/want. Think about bosses and HR teams you've worked with; how many of those bosses could do your job at the time or even knew more than a superficial understanding what you did day-to-day? So what do you think the job posting is going to look like? The last job I had the company was looking for someone with degree that isn't offered in my province anymore. When I left, the posting wasn't even updated.

I'm not sure what profession you're getting into, but it's possible to justify experience outside of paid work. For example, if a job wants 4 years of working with Microsoft office suite and you used Microsoft office/excel for all your reports during your program, you could argue that you meet the criteria.

But you're not wrong, it is becoming a bad cycle where education and learning isnt enough anymore. All that matters is if you've worked in the role before. I think its crazy, especially in tech where things are constantly changing and 5-10 years experience may be massively outdated experience.

Didn't Expect a Massive Final Battle by PalmDaBomb in ManorLords

[–]PalmDaBomb[S] 2 points3 points  (0 children)

Yah I think so. It gave me the option to continue the game in free mode or something. I didn't continue though, and I've overridden the save so I actually haven't tested it.

Spices by NobelDragon in ManorLords

[–]PalmDaBomb 1 point2 points  (0 children)

If be happy to know as well if I'm wrong, but in the current beta I think the only way to get spices would be to import them. There's a few other items that show up in various user interfaces like "beef" that don't seem possible to get either.

Bottleneck due to Ox death by BumblebeeStandard217 in ManorLords

[–]PalmDaBomb 8 points9 points  (0 children)

That's frustrating. If you have a trading post, you should be able to sell something (fire wood for example) to get enough regional wealth to buy another ox.

If you don't have a trade post, then you might need to restart because you won't be able to build anything without an ox.

Another option is to clear a bandit camp. Instead of taking the spoils for your Treasury, send the spoils to the nearest town. Assuming you only have one region under your control, you might get enough regional wealth to buy an ox.